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Digital Home & Entertainment Market & Data Report Serious games 2nd edition • Training & teaching • Healthcare • Security & defence • Information & communication M10213 – July 2010 Serious games Contributors Laurent MICHAUD, Project Manager, Head of the Digital Home & Entertainment Unit [email protected] Julian ALVAREZ, Véronique ALVAREZ, Damien DJAOUTI www.ludoscience.com Copyright IDATE 2010, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, All rights reserved. None of the contents of this stockage ou diffusion, même partiel et par tous publication may be reproduced, stored in a moyens, y compris électroniques, ne peut être retrieval system or transmitted in any form, effectué sans accord écrit préalable de IDATE. including electronically, without the prior written permission of IDATE. ISBN 978-2-84822-237-0 2 www.idate-research.com © IDATE 2010 Serious games Table of contents The electronic version (PDF) of this study comes with a PowerPoint slideshow. 1. Executive Summary.......................................................................................................... 7 1.1. Serious gaming: an attractive sector ........................................................................ 8 1.2. Medium-term outlook ................................................................................................ 9 1.2.1. Enabling the sector’s growth..................................................................................................... 9 1.2.2. Inventing gameplay................................................................................................................. 10 1.2.3. Devising business models ...................................................................................................... 10 1.2.4. Automating a portion of the production process, particularly the integration of sector-specific elements ................................................................................................................................. 11 1.2.5. Structuring serious games by target sector ............................................................................ 11 1.2.6. Persuading still reluctant principals......................................................................................... 11 1.2.7. Investing in all connected platforms........................................................................................ 12 1.2.8. 3D, intelligent interactivity, facial recognition, gyroscope… serious games need to go farther than video games ................................................................................................................... 12 2. Methodology.................................................................................................................... 13 3. Serious game value chain.............................................................................................. 16 3.1. Value chain under construction .............................................................................. 16 3.2. An original value chain............................................................................................ 17 3.3. A value chain reaching maturity.............................................................................. 18 4. Serious game market structure ..................................................................................... 20 4.1. Statistical elements................................................................................................. 20 4.2. Healthcare............................................................................................................... 22 4.3. Teaching and training ............................................................................................. 22 4.4. Public information and business communication.................................................... 23 4.5. Defence and public safety ...................................................................................... 23 5. Serious games for teaching and training ......................................................................... 24 5.1. Statistical data......................................................................................................... 24 5.2. Market development status..................................................................................... 26 5.3. Sector-specific aspects........................................................................................... 27 5.3.1. Finding a pedagogy compatible with serious games .............................................................. 28 5.3.2. Proving serious games’ ability to transmit knowledge ............................................................ 29 5.4. Case studies ........................................................................................................... 30 5.4.1. Agent Surefire......................................................................................................................... 30 5.4.2. EventManager ........................................................................................................................ 32 5.4.3. Hanjamaru .............................................................................................................................. 34 5.4.4. Mind-Up .................................................................................................................................. 36 5.4.5. NoviCraft................................................................................................................................. 38 5.4.6. Our Worlds of Makrini ............................................................................................................. 40 5.4.7. Planet Work ............................................................................................................................ 42 5.4.8. Robo-Rush.............................................................................................................................. 44 5.4.9. Rome In Danger ..................................................................................................................... 46 5.4.10. vLeader................................................................................................................................... 48 5.5. Outlook.................................................................................................................... 50 www.idate-research.com © IDATE 2010 3 Serious games 6. Serious games for healthcare........................................................................................ 51 6.1. Statistical data......................................................................................................... 51 6.2. Market development status..................................................................................... 52 6.3. Sector-specific aspects........................................................................................... 54 6.3.1. Serious games for the public health sector............................................................................. 54 6.3.2. Serious games aimed at healthcare professionals ................................................................. 56 6.4. Case studies ........................................................................................................... 58 6.4.1. L'Affaire Birman ...................................................................................................................... 58 6.4.2. Lit: A Game Intervention for Nicotine Smokers....................................................................... 60 6.4.3. MindHabits.............................................................................................................................. 61 6.4.4. MoJOS.................................................................................................................................... 63 6.4.5. Playmancer.com ..................................................................................................................... 65 6.4.6. Science Pirates: the curse of Brownbeard.............................................................................. 67 6.4.7. Silverfit .................................................................................................................................... 69 6.4.8. The Great Flu.......................................................................................................................... 71 6.4.9. The Magi & the Sleeping Star................................................................................................. 73 6.4.10. Triage Trainer ......................................................................................................................... 75 6.4.11. Xperiment ............................................................................................................................... 77 6.5. Outlook.................................................................................................................... 79 6.5.1. General public......................................................................................................................... 79 6.5.2. Healthcare professionals ........................................................................................................ 79 7. Serious games for public information and business communication ...................... 80 7.1. Statistical data........................................................................................................